Wishard is playable. I’m about two-months in and I have something resembling a game.
But some things aren’t working.
I had imagined that these little wizards would have some different spell powers up their sleeve. They’d be able to attack with fire, water, electricity and earth (oohhh, elements! how original!). They would also be able to shield one of those elements completely. But only one. So you’d have to switch up your attacks to hit with spell types the other player was not shielded against.
In reality this was boring and chaotic. During playtesting, players simply spammed the switch button for both offense and defense just hoping that enough would get through to kill the other player first.
The solution is to eliminate some complexity. We’re going with only fire and water/ice (not sure yet). Characters will be bound to one choice and each element will play a little differently. Maybe in the future we’ll add characters with other elements but for now we need to focus on two distinct play styles.
This is it. This is where it all started. I’m writing this post long after the fact but I wanted to mark the point in time where I decided to create this game…and why.
Commit 79599b1 March 23, 2015 at 19:51. “Initial add of existing progress.”
So it begins.
I had been working as a technical lead and architect for a company called Cynergy, then KPMG (who acquired them), and finally had decided to start my own software company. But at the same time, I was doing less actual software development. I was consulting, managing, architecting…and not actually writing. I had this urge to just write code on something ongoing where I didn’t really answer to anyone and just had fun.
Then I read the story of #IDARB.
I loved the origin. Professional developers just building something governed by their casual whims, not some deadline or budget. Game design on the fly with community input.
I started working on a simple platformer. What would it be? Who knows? Who cares? I did a quick Illustrator mockup with some little wizards shooting fireballs and started coding. I called it “Wishard” because I imagined that’s how Sean Connery would pronounce “Wizard.”
I needed a name and didn’t know what the game would be and so that’s what I called it.
What it became? Was BattleCrypt.